Field Manual

Units and Army

Nothing is recruited from nothing. Every unit you field was promoted from a lesser one and armed with equipment you built — so your army is only ever as deep as the supply chain behind it.

01 // The principle

An army is a supply chain

Most strategy games let you buy a soldier. Idle Conflict does not. A rifleman is a rookie who was issued a rifle, body armour and ammunition — each of which had to be manufactured or bought first.

The consequence is that force composition is an economic decision rather than a menu choice. Fielding armour means committing a production line to it for as long as it takes, and every unit in the queue is competing for the same materials and the same treasury.

02 // Categories

Four branches

Units fall into four categories, and each is trained in its own operator slot — so you can advance up to four lines at once, independently.

  • TroopsThe foundation of every army and the start of most chains. Infantry hold ground, and holding is what wins wars.
  • TanksArmour and ground vehicles. Expensive to field and expensive to keep, but they change what an assault can survive.
  • AircraftAir power, ranked on its own leaderboard. Contested skies are a separate fight from the one on the ground.
  • CarriersNaval vessels and carriers. The slowest branch to build and the one that dictates terms across an ocean.

Unit dossiers

Know what you are fielding

Every unit carries a full dossier: its combat profile, what it costs to train, and the exact chain of units and equipment required to produce one. You can read the whole tree before committing a single cycle to it.

  • Attack and defence values per unit
  • The full requirement chain, unit by unit and item by item
  • Training time and cost before you commit
command // army
A unit dossier in Idle Conflict showing a rifleman's combat profile and training requirements

03 // Training

How a unit gets made

  1. 01Meet the requirementsA unit needs a lower-tier unit to promote and the equipment to arm it. Both must be in hand before the line will start.
  2. 02Assign an operator slotFour slots run in parallel, one per branch. A slot works a single order at a time, so slot allocation is a real strategic choice.
  3. 03Run the cyclesTraining is charged and settled per cycle rather than up front, and continues on the server whether or not you are watching.
  4. 04Claim and fieldCompleted units join your army and count toward your combat power on the global boards.

04 // Progression

Eight stats, capped at 99

Experience is credited by the server across eight stats — strength, health, strategy, artillery, manufacturing, logistics, intelligence and command — each capped at level 99.

Stats are deliberately the long game: they advance on a steeper curve than your commander level, so maxing one is a far larger undertaking than reaching the level cap. Everything you do — training, production, war — pays into the same ledger, so no activity is wasted effort.

Build your first line

Free to play, in the browser, no download. Pick a nation and start the chain.

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